Quest 17: Edge of Dawn
Quest 17: Edge of Dawn
Introduction
Each morning, the sun seems reluctant to rise, as if held down by the long and starless nights. One evening, after the darkness has swallowed the previous day all too early, a priest bursts into your tent. "It will not rise again!" he exclaims, his eyes wide and wild. "They have cursed the valley, and if you cannot break the curse by tomorrow's dawn, the sun will be bound beyond the sight of the valley forever!"
You leave immediately, heading directly for the cathedral that holds your only hope. Diving headlong into the frigid river, you swim across the dark waters and sprint for the crumbling spires. Somewhere within is hidden the sword of Arcite, also called the Dawnblade. It is only before the blazing edges of this sword that the curse can be broken and the light of day restored to the valley.
Monsters
- Sir Alric Farrow
- Cave spiders
- Goblin archers
- 1 open group
Setup
Place the cave spiders on the Chasm (4B). Place the open group on the Ceremony Hall (a chapel or hall tile as indicated). Place Sir Alric Farrow as indicated on the map.
Place the blue objective token faceup as indicated. This token is Arcite's Sword (the Dawnblade/Duskblade). It begins on the map, unclaimed.
Place the white objective token as indicated. This token is Arcite's Sigil. The first hero to move into the sigil's space may claim it (no action required). Place the white token under that hero's figure. While carrying the sigil, that hero adds +1 [Shield] to his defense results (one additional shield on defense). The sigil cannot be transferred except when the carrier is knocked out — in that case, the sigil drops to the ground and may be claimed by another hero.
Place search tokens based on the number of heroes.
Special Rules
Arcite's Sword
The blue objective token is the sword of Sir Arcite. Only two figures may claim the sword:
- A hero carrying Arcite's Sigil (the white token)
- Sir Alric Farrow
To claim the sword, the eligible figure must be in the space containing the blue token. As an action, the figure picks up the sword (place the blue token under the figure). Once claimed, the sword cannot be dropped voluntarily.
If a hero carrying the sigil claims the sword, the encounter ends immediately (see "Hero Victory"). If Sir Alric Farrow claims the sword, the encounter ends immediately (see "Overlord Victory").
During this encounter, Sir Alric Farrow follows the same rules for being defeated as a hero — he is knocked out when defeated, and as an action, he may stand up during his turn. While knocked out, ignore his Regeneration ability.
Sir Alric may only claim Arcite's Sword if he is in the same space as the sword. He does not need to carry the sigil.
If Sir Alric is defeated while carrying the sword, the sword drops to the space he occupied, and the encounter continues normally.
Reinforcements
At the start of each Overlord turn, the Overlord may place 1 goblin archer on the Chasm (4B) if there are no cave spiders on that tile. Alternatively, he may place 1 cave spider on the Chasm if that group has available figures. The Overlord may not exceed group limits with any placement.
Victory
Hero Victory
If a hero carrying Arcite's Sigil claims Arcite's Sword, read the following aloud:
As your fingers close around the hilt, the blade erupts with brilliant white light. The darkness clinging to the cathedral's walls recoils, and for the first time in weeks, you feel the warmth of true sunlight. The weapon hums with holy power in your grip. This is the Dawnblade — the blade that broke the Dragon Wars, that sealed Gryvorn, that will pierce the heart of the darkness consuming this valley.
Sir Alric recoils, raising an arm to shield himself from the light. "You have no idea what you hold," hisses the dark knight. "Nor do you know the price of wielding it."
The heroes win this encounter! The hero who claimed the sword receives the "Dawnblade" relic. The bearer carries it into Encounter 2.
Overlord Victory
If Sir Alric Farrow claims Arcite's Sword, read the following aloud:
Sir Alric's gauntleted hand wraps around the hilt. Instantly, the light dies. The blade darkens, turning to shadow and night, and a chill wind sweeps through the cathedral. The dark knight raises the weapon, now a blade of pure darkness — the Duskblade — and the last flicker of hope flees your heart.
The Overlord wins this encounter! Sir Alric Farrow receives the "Duskblade" relic and carries it into Encounter 2.
Carryover
Sir Alric Farrow's health state at the end of Encounter 1 carries over to Encounter 2. If he was knocked out, he begins Encounter 2 knocked out. If he was at full health, he begins at full health. Damage tokens and conditions on Sir Alric also carry over.